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Erydanus

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Everything posted by Erydanus

  1. Nope that's pretty much it. Dump all quality settings go to performance, turn off every kind of graphical effect you can function without, etc. That sort of raid is a massive hit to everyone's systems. People COULD be wearing "Hammi Jammies" i.e. plain monocolor tights with no capes or auras to help minimize the graphic load but they're not bothering. Even that would only be a help. There's no magic bullet to fix this - it's just a massive event.
  2. Hm, weird. Well maybe they are already tracking something down behind the scenes. The "leave queue" problem is so easy to replicate they may just be doing internal testing.
  3. I dunno, someone reported in a previous thread a good proc rate in their AoE immobilize. I have one but it's not currently in my build I was so underwhelmed with it when I had it before. I'm seriously considering trying to sell mine.
  4. I would avoid using it at very low levels but other than that I think whenever you feel you need it. I think I used a charge to push to 24 and respec my Widow. I used another charge one time I got killed several times in a tough mission and wanted the debt erased quickly. Almost forgot to use it at 47! It's also nice to know that it also applies to veteran levels.
  5. Four pages and not a topic on incarnate stuff. Wow, time to fix that. (Because I hit 50 over the weekend and immediately hit Incarnate). Alpha slot was kind of a no-brainer, it's obviously what helps your build best. But the next 2? Huh, now that's a choice. Interface - maybe I'm not appreciating the cumulative effect but none of these really blew me away reading them. Is this tier mostly valued for adding a DoT? I could see Reactive being the best one in general but I'm the sort who doesn't like to break power theme and my guy is Psi-Melee, so the fire dot makes me go eh. Then again it might be better to get something like that than the psi dot in Cognitive since I already do a Psi dot with my powerset. Judgment - most of these seem good. Assuming the damage is comparable I can see getting a random strong hold off from Cryonic or Ion; or stun from Pyronic being helpful; Void's damage reduction also seems helpful, and am I reading paragonwiki right that Vorpal's highest tiers grant a defense buff to the user? Lore & Destiny seem pretty straight forward, like Alpha what you like seems fine for pets and what will help your team for Destiny seems good. Hybrid? It looks like Assault would be the clear choice for a stalker or am I missing some subtleties here?
  6. Ok I just found a verifiable huge bug but this needs to get corroborated. I actually read a post along this line right after restart where someone was saying they thought their beast pets weren't benefitting from enhancements but I could not dig up that post; someone even blipped in and posited exactly what the bug was being caused by and I just kinda assumed it had gotten fixed but apparently not. I'm hoping someone can dig that up for a cross-link and additional information. Here's what happened. As a level 2 mastermind I slotted Zombie Horde with a couple of the starter prestige enhancements. My zombie started causing knockdown and I was seeing damage procs happen regularly. ("Your might of the empire damage/recharge/chance for knockdown has knocked hellion flunkie on his tush" kinda thing.) In fact I slotted all 5 of the procs as soon as I leveled and could, and the zombie was doing his zombie punch for about 24 damage + about 6 from each proc that fired off. I was seeing at least 1 proc in every other zombie punch so it was SUPER OBVIOUS. I hit level 6 and get the enchant pet power and my 2nd zombie. Suddenly not a single proc happens AND the zombie punch drops from about 24 to about 15. Now I know when you get 2 zombies the level of them goes down one but that seemed like a big drop. After running 2 missions (and I dinged in the second one and resummoned my pets so that level advantage was removed as they were now blue mobs) and scrutinzing my combat log and never ever seeing a single damage proc or knockdown proc I knew what was wrong. I dismissed my zombies, deleted all 5 prestige enhancements, resummoned my zombies and found them doing exactly the same damage on exactly the same mobs as they were doing before I deleted the enhancements. Keep in mind, 5 prestige enhancements adds up to 82% damage and well 15 x 1.82 = 27 damage which is right about what my 1 dude had been doing before. So I find it weird this bug would kick in when I got a 2nd minion. And I'm wondering if I go on the test server and set myself to level 12 and summon 1 lt if that mob will benefit from procs and enhancements until I get a 2nd one. Since the prestige procs work in any damage power they're an easy test. What I'm really concerned about is if enhancements work when you only have 1 pet from a power then if anyone was testing for this bug using say the boss pet, your results were bad. Oh and of course if this is happening for damage it might be happening .... for everything. Followup: I hit the test server and did what I could. I set myself up with a level 12 zombie mastermind again and verified the horde didn't benefit from the procs in any of the prestige enhancements but the first grave knight did. Then the problem came up - it's level 24 to get a 2nd grave knight. So I had to change to a different proc and I went with Overwhelming Force, attuned. Well, it worked for everyone. The first grave knight at 23, when I set myself to 24 and got a 2nd the target mobs were going down on their butts. Then I deleted my enhancements and put the Overwhelming Force chance of knockdown in the zombie horde and it worked for them ALSO. But it is a different proc and attuned so there may be other things going on.
  7. No you clearly DID NOT. I said, and let me simplify this even more, "Gee the developers could have originally designed this game so controllers were able to resist what they dish out -- but they didn't." Guess where they did apply that logic though? DOMINATORS and their DOMINATION power. There is no logic thread you need to get in front of so you can chill ok? It was just an offhand comment saying it would have been nice to have that perk not that a bunch of stuff should be rebalanced.
  8. So thinking of this thread I did a little experiment as I had been musing. You know the 5 prestige starter enhancements that have damage procs (and the 5th is knockdown) are well, basically universal damage enhancements. They literally go in any attack that does damage. And while they only function as procs to level 21 I still thought it would be interesting to try them out so I stuck the knockdown one into my level 2 necro MM's zombie horde power. Sure enough, Might of the Empire started proccing about every 5 punches causing hellions to be knocked down. Ok, so they do work in pets and I've got a level 2 character with no damaging attacks except the zombies so I added 2 slots to zombies and put in two damage proces. Well and also they're 16% damage each so it's suddenly like I have 1 damage SO and 2 damage procs and a knockdown proc in said zombies and well .... [Pretend there is a gif of a gothy mastermind chortling "very good" like an evil mastermind here] So it turns out those procs add about 4 damage on to the 16 damage the zombie's punch was doing and I saw no reason to stop there so I went ahead and five slotted zombie horde with ALL five of the starter enhancements which if you're doing the math is 82% damage enhancement, 4 damage procs and a knockdown procs which is technically the equivalent of an 8-slot frankenslot situation So now my zombie's punching things for 24 damage and another 6 from a damage proc which is happening right about half the time (the knockdown separately continues to be about once every 5 or 6 punches) and I just leveled up and got my second zombie. [Pretend there is another gif of a gothy mastermind or youtuber "VERY GOOD" like Mr. Burns or a really eeeevil mastermind here] Anyway I'm off to rampage across King's Row for as long as these procs work. :) EDIT: Or not. Suddenly the procs aren't proccing AT ALL. Now that I have 2 zombies and the upgrade power I thought I'd be seeing even more knockdowns and double damage packets and I just ran a routine radio mission and didn't see a single hellion get knocked down and I scrolled back and don't see a single proc activation message. That is WEIRD. Ok more testing - resummoned zombies and made sure that I didn't use the upgrade on them so it was just punching and not punching and zombie vomit. Nothing - and also the punch damage was a lot lower than it was before. (I logged off and mowed the lawn and came back and wrote the post). Ok but follow this ... with 1 zombie it was punching for like, 24 damage and a proc for 6 right? Suddenly my 2 zombies (which of course are now -1 level) are suddenly punching for 15-16 damage and no proc check right. So I YANK OUT THE ENHANCEMENTS, dismiss the zombies, summon two fresh ones and they're doing the exact same damage with their punch. When I only had 1 zombie in my hoard the enhancements were buffing its damage and the procs were checking. As soon as I had two zombies the actual damage enhancement value of the enhancements stopped applying to their punch attacks and the procs weren't being checked. Someone suggested a while back that mastermind pets aren't benefitting from damage enhancements and this may be proof that's really happening.
  9. I personally thought the snipe change was made by the original devs to increase the value of Aim and similar powers. (Just my hunch.) When you're slotting for 95% accuracy why do you even take a power like Aim? It gives you a small damage boost (depending on AT) but if you have it and build up why not skip it and just use build up? Well wait, maybe Aim makes it so I can use this giant tactical nuke power that normally I can only use to pick off 1 obnoxious mob (like a Sky Raider engineer) before the fight starts and suddenly this power that is not in the attack chain, is more of a niche, just in case (unless I can hold the last mob while I charge it up and shoot him in the face) power becomes an I Win button.
  10. The explanation for what fade does is partially shift you into another dimension hence the faded look...
  11. There's actual flowing lava in the first mission of the first arc of Who Will Die? In the mission Protect the Obelisk from the Lost you get to see this: It's even rippling like it's flowing.
  12. It looks like this was addressed, I got on test and rolled 2 scrappers and both Zapp and Moonbeam did 1314 damage to an unsuspecting level 2 longbow mob. If scrappers got fixed I'm guessing stalkers did too.
  13. Thanks for adding the quantity 10 option! I must have been using an old version when I made the request, I didn't see any multiples at the time. This is very nice. Oh and if people want a fancier icon they can macro this great tool like this: /macro_image "Inspiration_Present" "Freebies" "popmenu Freebies" That'll give the popmenu the image of a present inspiration. Appropriate, right?
  14. Well of course the list of when material was added is readily available but you can't assume everything happens in the order it was added. Night Ward for instance was added in i23 along with the Vetrano arc, and the wiki notes that Vetrano happens after Night Ward and Dark Astoria. But the problem is the devs definitely did some back fill as well. Like, I was doing Maria Jenkins arc and she mentioned to me that Statesman was dead. Well, news flash? No story material I had encountered in the game yet had that happen and as far as I knew it, so maybe I should have been doing Who Will Die? all along.
  15. @Impish Kat did @Cipher get you any testing instructions yet? I verified I can produce that "leave queue" screen myself still just as I have since the delays began.
  16. With all the work on Snipes I was wondering if Mu Mastery's snipe Zapp for scrappers and stalkers got looked at. It seems like it's doing completely the wrong damage, about 2/3 of what Ghost Widow's snipe does. (Zapp & Moonbeam do the same damage in regular blast sets). It's so far off I keep meaning to hop on Justin and double check it's not an error in Pine's because it has for scrappers 63.95 for Mu-Zapp and 144 for Soul-Moonbeam; for stalkers 76.74 for Mu-Zapp, and 127.9 for Soul-Moonbeam. Actually those numbers all make no sense, it's not even a proportional difference. It's like scrappers are using a tier 1 blast value and stalkers a tier 2 blast value for the electric snipe.
  17. You have completely misunderstood my comment. I did not suggest changing ANYTHING. I merely pointed out that there is supporting logic for Controllers to have aptitude with mez protection. In other words, the devs could have designed controllers to have good values with this power deliberately and it wouldn't be illogical.
  18. There IS a registration link on the front page though under Meta: Meta Register Log in Entries RSS Comments RSS WordPress.org Might be something baked into WordPress? By the way there isn't a link to the dev tracker if you go to the top of the domain there. Like say you can't remember if it's /devtracker or /developer_tracker/ or whatever. I think you should have that linked.
  19. I used to live for Acrobatics. Since we have Ninja Run now I'm not finding myself doing the combat jumping - superjump - acrobatics trifecta anymore. Instead it's Mystic Flight - Arcane Bolt or Ward - Rune of Protection.
  20. Hi all, I'm trying to figure out what order the level 50 content happens in without spoilering myself by looking it up. That already somewhat happened because as I just started Night Ward on a villain he got a message from Arachnos that lead into some very far-forward story content involving Hami on a rampage that I think should probably be shuffled into the level 50 content. I'm sure this stuff was all added in a certain order but coming back to the game and running into it all at once is overwhelming. As a new hero 50, I think Dark Astoria is first and then maybe Belladona Vetrano? And the digital doctor guy from Vanguard at some point? What is the storyline order of the various Incarnate trials? About where does the Admiral Sutter TF slot in to the timeline? Thanks for your help.
  21. Sure but you've still wasting endurance if you over-dot them and they die with some of that potential damage undelivered. I mean, that's why dots do more damage in this game you're potentially having a chunk of it go to waste. I'd rather drop a dot then remove a chunk of health with direct damage and let the first dot finish than stack multiple dots onto something. Also, faster.
  22. I see in your screencapture that the Lich's various attacks are reporting tohit rolls and damage. I have a beast mastermind and after setting up a tab to monitor what they're doing I found that the attack damage was simply not being reported on any channel I could find. Literally pet damage is only reporting things like my dire wolf managed to fear a mob, not how much damage it does when it bites the mob. I even added some oddball channels as I remember a friend discovered a certain damage proc on live was announcing what it did on the healing received channel. It's pretty frustrating because it's hard to tease out what the wolves actually do. For instance Summon Wolves says that the Alpha Wolf grants leadership bonuses to the pack; but it doesn't. Not seen in combat, not anywhere in power detail or upgrade power details; so are the wolves missing something or did they just not update the text after moving some base defense onto the canines? And looking at the power detail information while logged in is not real helpful. In fact I've been looking at the wolves, and also Train Beasts and Tame Beasts in power detail to see if I could figure out what the upgrade powers per pet actually are and it's .... a mess. (RED TOMAX WE NEEEEED YOUUUUU!) And the pets! Wow have you SEEN the list of enhancements you can jam into Wolves? 10 different classes + ATO and universal damage. Direct enhancements beyond the basic acc/dam/rech/end: defense debuff, healing, knockback, run speed, tohit buff AND tohit debuff. Apparently the wolves powers are like a drawer full of assorted cutlery. The Lions and Dire Wolf are not quite as bad but still take enhancement for so many miscellaneous parameters it's nuts. I'd like to slot these guys with a proc or two but I'm not sure if they have any powers that share a trait beyond damage. But on the flip side maybe I should be jamming a bunch of defense into them.
  23. Next time you might craft the recipe then use an enhancement converter to make the purple turn into something worth 20-25 mil. :)
  24. I get that defenders are better at buffing on an AT level, but I think it's not an illogical position to consider that as they control, and know how TO control, they could logically be better or at least equal to defenders for status protection.
  25. I don't believe Flux said that. I believe Flux said the claw powers and attack chains were the best core for either path and then pointed out that Fortunata's Psychic Wail was great damage and a fair trade-off for Widows getting Elude. In other words what Flux said was he sees them both as being very similar to Blood Widows with Night Widows picking up a more usable Psychic Scream because it doesn't cause DPS loss from redraw and in comparison Fortunatas sticking closer to Blood Widow with only tossing in the big psychic nuke. But that is just for their core attack chain. Obviously with the Fort you can take ranged attacks and use them before closing to melee range or on runners. But as a core recommendation I think it's solid advice for consideration. It also really highlights the strengths of both variations. I personally found it was very insightful, even if I do have a 100% psychic Fortunata build myself because I know I'm not going to stick with it I just wanted to try everything out.
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